Tuesday, June 28, 2011

Contrast is key

Contrast is key.  You might call it the figure ground relationship or signal to noise ratio of what you want to see versus its surroundings.
what sort of contrast can you have?- (or things you can vary)  shape, colour/tone, luminosity, saturation of colour,  shinyness (specularity), reflectivity, movement, scale, pattern/texture,line, position and rotation. Translated to 3d some of these become volume and surface texture , roughness or details like bumps spike and horns  or tentacles, or feathers.
Games dimensions  you might use visuals, sound, colour, lighting, texture , movement(how they do it ),  action(what they do).

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